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Doppelixir

Size
Tiny
Type
Ooze
Challenge Rating
1
Source
Tome of Beasts 3
Alignment
Unaligned
Armor Class
13
Speeds
20, swim 20, climb 20
Walking Speed
20
Swimming Speed
20
Climbing Speed
20
Strength Score
11
Dexterity Score
17
Constitution Score
14
Intelligence Score
3
Wisdom Score
12
Charisma Score
7
Skill Proficiencies
Perception
Languages Ref
—
Hit Points
45
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion 1, Frightened, Prone
Resistances
Resistant to Acid Damage, Resistant to Fire Damage, Resistant to Necrotic Damage, Resistant to Slashing Damage

Tiny ooze, unaligned


Armor Class 13

Hit Points 45 (10d4+20)

Speed 20 ft., climb 20 ft., swim 20 ft.


STR
11 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
3 (−4)
WIS
12 (+1)
CHA
7 (−2)

Skills Perception +1

Damage Resistances acid, fire, necrotic, slashing

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Senses blindsight 60' (blind beyond), passive Perception 11

Languages —

Challenge 1 (200 XP)

Amorphous. Move through space 1ft.+ wide with o squeezing.

False Appearance. While motionless indistinguishable from the liquid it imitates.

Ooze Nature. Doesn't require sleep.

Spider Climb. Difficult surfaces even ceilings no ability check.

Actions

Slam. Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage and it attaches to target. While attached doppelixir doesn't attack. Instead at start of each of doppelixir's turns target loses 10 (2d6+3) hp to blood loss. Doppelixir can detach itself via 5 ft. of move. It does so after it drains 20 hp of blood from target or target dies. A creature including target can use its action to detach doppelixir via DC 13 Str check.

Telepathic Urge. It mentally urges one creature it can see within 60' of it to attempt to drink it. Target: DC 11 Wis save or charmed 1 min. While charmed target must move on its turn toward doppelixir by safest available route trying to get within 5 ft. of doppelixir to drink it. Creature can re-save at end of each of its turns success ends effect on itself. If doppelixir attacks target effect also ends. If target attempts to drink it doppelixir can use a reaction to make one Slam with advantage vs. target. If target's save succeeds or effect ends for it creature immune to doppelixir's Telepathic Urge for next 24 hrs.

Bonus Actions

Imitative Liquid. Imitates one common or uncommon potion oil or other alchemical substance until it uses this bonus action again to end it or to imitate a different liquid. If it takes no acid fire or poison on the round it is slain creature can collect its remains which can be used as the liquid it was imitating as died.

Stat block from Tome of Beasts 3 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 3. ©2022 Open Design LLC. All rights reserved. It is not Geminaea material. See Legal.